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  • Channels & Keyframes

    CSE169: Computer Animation

    Instructor: Steve Rotenberg

    UCSD, Spring 2016

  • Animation

  • Rigging and Animation

    Animation

    System

    Pose

    Rigging

    System

    Triangles

    Renderer

    N ...21

  • Animation

    When we speak of an animation, we refer to the data required to pose a rig over some range of time

    This should include information to specify all necessary DOF values over the entire time range

    Sometimes, this is referred to as a clip or even a move (as animation can be ambiguous)

  • Pose Space

    If a character has N DOFs, then a pose can be thought of as a point in N-dimensional pose space

    An animation can be thought of as a point moving through pose space, or alternately as a fixed curve in pose space

    One-shot animations are an open curve, while loop animations form a closed loop

    Generally, we think of an individual animation as being a continuous curve, but theres no strict reason why we couldnt have discontinuities (cuts)

    N ...21

    t

  • Channels

    If the entire animation is an N-dimensional curve in pose space, we can separate that into N 1-dimensional curves, one for each DOF

    We call these channels

    A channel stores the value of a scalar function over some 1D domain (either finite or infinite)

    A channel will refer to pre-recorded or pre-animated data for a DOF, and does not refer to the more general case of a DOF changing over time (which includes physics, procedural animation)

    tii

  • Channels

    tmin tmax

    Time

    Value

  • Channels

    As a channel represents pre-recorded data, evaluating the channel for a particular value of t should always return the same result

    We allow channels to be discontinuous in value, but not in time

    Most of the time, a channel will be used to represent a DOF changing over time, but occasionally, we will use the same technology to relate some arbitrary variable to some other arbitrary variable (i.e., torque vs. RPM curve of an engine)

  • Array of Channels

    An animation can be stored as an array of channels

    A simple means of storing a channel is as an array of regularly spaced samples in time

    Using this idea, one can store an animation as a 2D array of floats (NumDOFs x NumFrames)

    However, if one wanted to use some other means of storing a channel, they could still store an animation as an array of channels, where each channel is responsible for storing data however it wants

  • Array of Poses

    An alternative way to store an animation is

    as an array of poses

    This also forms a 2D array of floats

    (NumFrames x NumDOFs)

    Which is better, poses or channels?

  • Poses vs. Channels

    Which is better?

    It depends on your requirements.

    The bottom line:

    Poses are faster

    Channels are far more flexible and can

    potentially use less memory

  • Array of Poses

    The array of poses method is about the

    fastest possible way to playback animation

    data

    A pose (vector of floats) is exactly what

    one needs in order to pose a rig

    Data is contiguous in memory, and can all

    be directly accessed from one address

  • Array of Channels

    As each channel is stored independently, they have the flexibility to take advantage of different storage options and maximize memory efficiency

    Also, in an interactive editing situation, new channels can be independently created and manipulated

    However, they need to be independently evaluated to access the current frame, which takes time and implies discontinuous memory access

  • Poses vs. Channels

    Array of poses is great if you just need to play back some relatively simple animation and you need maximum performance. This corresponds to many video games

    Array of channels is essential if you want flexibility for an animation system or are interested in generality over raw performance

    Array of channels can also be useful in more sophisticated game situations or in cases where memory is more critical than CPU performance (which is not uncommon)

  • Channels

    As the array of poses method is very

    simple, theres not much more to say

    about it

    Therefore, we will concentrate on

    channels on their various storage and

    manipulation techniques

  • Temporal Continuity

    Sometimes, we think of animations as having a particular frame rate (i.e., 30 fps)

    Its often a better idea to think of them as being continuous in time and not tied to any particular rate. Some reasons include: Film / NTSC / PAL conversion

    On-the-fly manipulation (stretching/shrinking in time)

    Motion blur

    Certain effects (and fast motions) may require one to be really aware of individual frames though

  • Animation Storage

    Regardless of whether one thinks of an animation as being continuous or as having discrete points, one must consider methods of storing animation data

    Some of these methods may require some sort of temporal discretization, while others will not

    Even when we do store a channel on frame increments, its still nice to think of it as a continuous function interpolating the time between frames

  • Animation Class

    class AnimationClip {

    void Evaluate(float time,Pose &p);

    bool Load(const char *filename);

    };

    class Channel {

    float Evaluate(float time);

    bool Load(FILE*);

    };

  • Channel Storage

    There are several ways to store channels. Most approaches fall into either storing them in a raw frame method, or as piecewise interpolating curves (keyframes)

    A third alternative is as a user supplied expression, which is just an arbitrary math function. In practice, this is not too common, but can be handy in some situations.

    One could also apply various interpolation schemes, but most channel methods are designed more around user interactivity

  • Raw Data Formats

    Sometimes, channels are stored simply as an array of values, regularly spaced in time at some frame rate

    They can use linear or smoother interpolation to evaluate the curve between sample points

    The values are generally floats, but could be compressed more if desired

    The frame rate is usually similar to the final playback frame rate, but could be less if necessary

  • Compressing Raw Channels

    Rotational data can usually be compressed to 16 bits with reasonable fidelity

    Translations can be compressed similarly if they dont go too far from the origin

    One can also store a float min & max value per channel and store a fixed point value per frame that interpolates between min & max

    Lowering the frame rate will also save a lot of space, but can only be done for smooth animations

    One could use an automatic algorithm to compress each channel individually based on user specified tolerances

    Raw channels can also be stored using some form of delta compression

  • Keyframe Channels

  • Keyframe Channel

    A channel can be stored as a sequence of keyframes

    Each keyframe has a time and a value and usually some information describing the tangents at that location

    The curves of the individual spans between the keys are defined by 1-D interpolation (usually piecewise Hermite)

  • Keyframe Channel

  • Keyframe

    Time

    Value

    Tangent In

    Tangent Out

    Keyframe (time,value)

  • Keyframe Tangents

    Keyframes are usually drawn so that the

    incoming tangent points to the left (earlier in

    time)

    The arrow drawn is just for visual representation

    and it should be remembered that if the two

    arrows are exactly opposite, that actually means

    the tangents are the same!

    Also remember that we are only dealing with 1D

    curves now, so the tangent really just a slope

  • Why Use Keyframes?

    Good user interface for adjusting curves

    Gives the user control over the value of the DOF and the velocity of the DOF

    Define a perfectly smooth function (if desired)

    Can offer good compression (not always)

    Every animation system offers some variation on keyframing

    Video games may consider keyframes for compression purposes, even though they have a performance cost

  • Animating with Keyframes

    Keyframed channels form the foundation

    for animating properties (DOFs) in many

    commercial animation systems

    Different systems use different variations

    on the exact math but most are based on

    some sort of cubic Hermite curves

  • Curve Fitting

    Keyframes can be generated automatically from sampled data such as motion capture

    This process is called curve fitting, as it involves finding curves that fit the data reasonably well

    Fitting algorithms allow the user to specify tolerances that define the acceptable quality of the fit

    This allows two way conversion between keyframe and raw formats, although the data might get slightly distorted with each translation

  • Keyframe Data Structure

    class Keyframe {

    float Time;

    float Value;

    float TangentIn,TangentOut;

    char RuleIn,RuleOut; // Tangent rules

    float A,B,C,D; // Cubic coefficients

    }

    Data Structures: Linked list

    Doubly linked list

    Array

  • Tangent Rules

    Rather than store explicit numbers for tangents, it is often more convenient to store a rule and recompute the actual tangent as necessary

    Usually, separate rules are stored for the incoming and outgoing tangents

    Common rules for Hermite tangents include: Flat (tangent = 0)

    Linear (tangent points to next/last key)

    Smooth (automatically adjust tangent for smooth results)

    Fixed (user can arbitrarily specify a value)

    Remember that the tangent equals the rate of change of the DOF (or the velocity)

    Note: I use v for tangents (velocity) instead of t which is used for time

  • Flat Tangents

    Flat tangents are particularly useful for making

    slow in and slow out motions (acceleration

    from a stop and deceleration to a stop)

    v = 0

  • Linear Tangents

    (p0,t0)

    v0out

    v1in

    (p1,t1)

    01

    0110

    tt

    ppvv inout

  • Smooth Tangents

    (p1,t1) v1out

    v1in

    02

    0211

    tt

    ppvv outin

    (p2,t2)

    (p0,t0)

    Keep in mind that this wont work on the first or last tangent (just use the linear rule)

  • Step Tangent

    Occasionally, one comes across the step tangent rule

    This is a special case that just forces the entire span to a

    constant

    This requires hacking the cubic coefficients (a=b=c=0,

    d=p0)

    It can only be specified on the outgoing tangent and it

    nullifies whatever rule is on the next incoming tangent

  • Cubic Coefficients

    Keyframes are stored in order of their time

    Between every two successive keyframes is a span of a cubic curve

    The span is defined by the value of the two keyframes and the outgoing tangent of the first and incoming tangent of the second

    Those 4 values are multiplied by the Hermite basis matrix and converted to cubic coefficients for the span

    For simplicity, the coefficients can be stored in the first keyframe for each span

  • Cubic Equation (1 dimensional)

    dctbtattf 23 cbtatdt

    df 23 2

    d

    c

    b

    a

    ttttf 123

    d

    c

    b

    a

    ttdt

    df0123 2

  • Hermite Curve (1D)

    v1

    p1 p0

    v0

    t0=0 t1=1

  • Hermite Curves

    We want the value of the curve at t=0 to be f(0)=p0, and

    at t=1, we want f(1)=p1

    We want the derivative of the curve at t=0 to be v0, and

    v1 at t=1

    cbacbavf

    ccbavf

    dcbadcbapf

    ddcbapf

    23 1213 1

    0203 0

    111 1

    000 0

    2

    1

    2

    0

    23

    1

    23

    0

  • Hermite Curves

    d

    c

    b

    a

    v

    v

    p

    p

    cbav

    cv

    dcbap

    dp

    0123

    0100

    1111

    1000

    23

    1

    0

    1

    0

    1

    0

    1

    0

  • Matrix Form of Hermite Curve

    1

    0

    1

    0

    1

    0

    1

    0

    1

    0001

    0100

    1233

    1122

    0123

    0100

    1111

    1000

    v

    v

    p

    p

    d

    c

    b

    a

    v

    v

    p

    p

    d

    c

    b

    a

  • Matrix Form of Hermite Curve

    Remember, this assumes that t varies from 0 to 1

    ct

    gBt

    tf

    tf HrmHrm

    1

    0

    1

    0

    23

    0001

    0100

    1233

    1122

    1

    v

    v

    p

    p

    ttttf

  • Inverse Linear Interpolation

    If t0 is the time at the first key and t1 is the time of the second key, a linear interpolation of those times by parameter u would be:

    The inverse of this operation gives us:

    This gives us a 01 value on the span where we now will evaluate the cubic equation

    Note: 1/(t1-t0) can be precomputed for each span

    1010 1,, uttuttuLerpt

    01

    010 ,,

    tt

    tttttInvLerpu

  • Evaluating Cubic Spans

    Tangents are generally expressed as a

    slope of value/time

    To normalize the spans to the 01 range,

    we need to correct the tangents

    So we must scale them by (t1-t0)

  • Precomputing Constants

    For each span we pre-compute the cubic

    coefficients:

    101

    001

    1

    0

    0001

    0100

    1233

    1122

    vtt

    vtt

    p

    p

    d

    c

    b

    a

  • Computing Cubic Coefficients

    Note: My matrix34 class wont do this properly!

    Actually, all of the 1s and 0s in the matrix make

    it pretty easy to multiply it out by hand

    101

    001

    1

    0

    0001

    0100

    1233

    1122

    vtt

    vtt

    p

    p

    d

    c

    b

    a

  • Evaluating the Cubic

    To evaluate the cubic equation for a span,

    we must first turn our time t into a 0..1

    value for the span (well call this

    parameter u)

    aubucuddcubuaux

    tt

    tttttInvLerpu

    23

    01

    010 ,,

  • Channel::Precompute()

    The two main setup computations a keyframe channel needs to perform are: Compute tangents from rules

    Compute cubic coefficients from tangents & other data

    This can be done in two separate passes through the keys or combined into one pass (but keep in mind there is some slightly tricky dependencies on the order that data must be processed if done in one pass)

  • Extrapolation Modes

    Channels can specify extrapolation modes to define how the curve is extrapolated before tmin and after tmax

    Usually, separate extrapolation modes can be set for before and after the actual data

    Common choices: Constant value (hold first/last key value)

    Linear (use tangent at first/last key)

    Cyclic (repeat the entire channel)

    Cyclic Offset (repeat with value offset)

    Bounce (repeat alternating backwards & forwards)

  • Extrapolation

    Note that extrapolation applies to the

    entire channel and not to individual keys

    In fact, extrapolation is not directly tied to

    keyframing and can be used for any

    method of channel storage (raw)

  • Extrapolation

    Flat:

    Linear:

    tmin

    tmax

  • Extrapolation

    Cyclic:

    Cyclic Offset:

  • Extrapolation

    Bounce:

  • Keyframe Evaluation

    The main runtime function for a channel is something like:

    float Channel::Evaluate(float time);

    This function will be called many times

    For an input time t, there are 4 cases to consider: t is before the first key (use extrapolation)

    t is after the last key (use extrapolation)

    t falls exactly on some key (return key value)

    t falls between two keys (evaluate cubic equation)

  • Channel::Evaluate()

    The Channel::Evaluate function needs to

    be very efficient, as it is called many times

    while playing back animations

    There are two main components to the

    evaluation:

    Find the proper span

    Evaluate the cubic equation for the span

  • Random Access

    To evaluate a channel at some arbitrary time t, we need to first find the proper span of the channel and then evaluate its equation

    As the keyframes are irregularly spaced, this means we have to search for the right one

    If the keyframes are stored as a linked list, there is little we can do except walk through the list looking for the right span

    If they are stored in an array, we can use a binary search, which should do reasonably well

  • Finding the Span: Binary Search

    A very reasonable way to find the key is by a binary search. This allows pretty fast (log N) access time with no additional storage cost (assuming keys are stored in an array (rather than a list))

    Binary search is sometimes called divide and conquer or bisection

    For even faster access, one could use hashing algorithms, but that is probably not necessary, as they require additional storage and most real channel accesses can take advantage of coherence (sequential access)

  • Finding the Span: Linear Search

    One can always just loop through the keys from the beginning and look for the proper span

    This is an acceptable place to start, as it is important to get things working properly before focusing on optimization

    It may also be a reasonable option for interactive editing tools that would require key frames to be stored in a linked list

    Of course, a bisection algorithm can probably be written in less than a dozen lines of code

  • Sequential Access

    If a character is playing back an animation, then it will be accessing the channel data sequentially

    Doing a binary search for each channel evaluation for each frame is not efficient for this

    If we keep track of the most recently accessed key for each channel, then it is extremely likely that the next access will require either the same key or the very next one

    This makes sequential access of keyframes potentially very fast

    However there is a catch

  • Sequential Access

    Consider a case where we have a video game with 20 bad guys running around

    They all need to access the same animation data (which should only be stored once obviously)

    However, they might each be accessing the channels with a different time

    Therefore, the higher level code that plays animations needs to keep track of the most recent keys rather than the simpler solution of just having each channel just store a pointer to its most recent key

    Thus, the animation player class needs to do considerable bookkeeping, as it will need to track a most recent key for every channel in the animation

  • High Performance Channels

    If coefficients are stored, we can evaluate the cubic equation with 4 additions and 4 multiplies

    In fact, a,b,c, & d can actually be precomputed to include the correction for 1/(t1-t0) so that the cubic can be directly solved for the original t. This reduces it to 3+ and 3*

    In other words, evaluating the cubic is practically instantaneous, while jumping around through memory trying to locate the span is far worse

    If we can take advantage of sequential access (which we usually can), we can reduce the span location to a very small number of operations

  • Robustness

    The channel should always return some reasonable value regardless of what time t was passed in If there are no keys in the channel, it should just return 0

    If there is just 1 key, it should return the value of that key

    If there are more than 1 key, it should evaluate the curve or use an extrapolation rule if t is outside of the range

    At a minimum, the constant extrapolation rule should be used, which just returns the value of the first (or last) key if t is before (or after) the keyframe range

    When creating new keys or modifying the time of a key, one needs to verify that its time stays between the key before and after it